VR Hardware - South Africa

  • South Africa
  • The VR Hardware market in South Africa is anticipated to witness significant growth in the coming years.
  • According to projections, the market's revenue is set to reach US$15.7m in 2024.
  • This growth is expected to continue with a compound annual growth rate (CAGR) of 9.40% from 2024 to 2029.
  • By the end of 2029, the market volume is estimated to reach US$24.6m.
  • in China currently dominates the VR Hardware market, generating the majority of the revenue.
  • In 2024, it is projected to achieve a market volume of US$2,902.0m.
  • This demonstrates in China's strong position within the industry.
  • Looking at the user base, the number of VR Hardware market users in South Africa is expected to reach 285.0k users by 2029.
  • In 2024, the user penetration rate is estimated to be 0.4%, which is anticipated to increase to 0.4% by 2029.
  • In terms of average revenue per user (ARPU), the expected amount is US$68.3.
  • This figure represents the average revenue generated per user in the VR Hardware market.
  • South Africa has seen a surge in demand for VR hardware, driven by the rising interest in immersive gaming experiences among the tech-savvy population.
 
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Analyst Opinion

The VR Hardware market in South Africa has been experiencing significant growth in recent years.

Customer preferences:
Customers in South Africa have shown a growing interest in virtual reality technology, particularly in the gaming and entertainment sectors. The immersive and interactive nature of virtual reality experiences has captured the attention of consumers, who are seeking new and exciting ways to engage with digital content. Additionally, the affordability and accessibility of VR hardware have improved, making it more appealing to a wider range of customers.

Trends in the market:
One of the key trends in the VR Hardware market in South Africa is the increasing adoption of VR headsets. These devices have become more affordable and offer improved performance, making them more attractive to consumers. As a result, sales of VR headsets have been on the rise, with both standalone and PC-connected devices gaining traction in the market. Another trend in the market is the growing demand for VR accessories. Customers are looking for additional peripherals and add-ons to enhance their virtual reality experiences. This includes accessories such as motion controllers, haptic feedback devices, and VR treadmills. The demand for these accessories is driven by the desire for a more immersive and realistic VR experience.

Local special circumstances:
South Africa has a relatively young population, with a significant portion of the population being tech-savvy and early adopters of new technologies. This demographic factor has contributed to the growth of the VR Hardware market, as young consumers are more likely to embrace and explore virtual reality technology. Additionally, South Africa has a growing gaming and entertainment industry, which has created a favorable environment for the adoption of VR technology. The demand for immersive gaming experiences and virtual reality content has driven the growth of the VR Hardware market in the country.

Underlying macroeconomic factors:
The South African economy has been experiencing steady growth in recent years, which has contributed to the increasing disposable income of consumers. As a result, consumers have more purchasing power to invest in VR hardware and accessories. The growth of the middle class in South Africa has also played a role in driving the demand for VR technology. Furthermore, advancements in technology and improvements in internet connectivity have made virtual reality more accessible to consumers in South Africa. The availability of high-speed internet and the expansion of mobile networks have facilitated the distribution and consumption of virtual reality content, further driving the growth of the VR Hardware market in the country. In conclusion, the VR Hardware market in South Africa is experiencing significant growth due to customer preferences for immersive and interactive experiences, the increasing adoption of VR headsets, the demand for VR accessories, the young and tech-savvy population, the growth of the gaming and entertainment industry, the improving economy, and advancements in technology and internet connectivity.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR hardware revenue, which includes digital spending on hardware (stand-alone and tethered units) that enables consumers to dive into the virtual world.

Modeling approach / market size:

The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as consumer spending, internet penetration, 4G coverage, and historical developments.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are level of digitalization, adoption of technology, GDP per capita, and internet penetration.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development).

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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